Author Topic: Rimworld Thread 2.0 - Colony Management  (Read 1229 times)

Rimworld
is a game about managing a colony on a sparsely-inhabited earth-like planet. (Or mars, if you get the mars mod.) You set things to be done, and your colonists do them. And then they die horribly as the AI storyteller decides it's time for game over.

Currently in "Alpha," but all crucial features are there. The game's really fun and totally beatable (if you're lucky and skilled enough). Alpha 16 teasers have been released, developer says it won't release this month (or so I've heard), and it will introduce travel to other colonies on the planet for raiding and settling of new colonies.

Rimworld's probably my favorite game right now. It's really, really good.

Had a thriving bunker colony until rampaging boars came in and killed two of my colonists. Then one of my colonists went bezerk and killed everyone. 10/10 game



Slightly old picture, but this is my 40-ish colonist permadeath colony on a boreal forest biome. The whole thing doesn't fit on the screen, but all the important parts are there. The ship is the emergency escape pod in case stuff goes real bad real fast. I built it to fit far fewer colonists than I have now, where I copied the save and sent them to space. This is the alternate reality where the colony never left.
Off screen, the prison in on the top left. I feed them Grey Goop TM and let them chill in their rooms with a few neato statues.
The coop has 109 chickens and several alpacas who I shear for clothing. The eggs are very nice, but most of them go into making the kibble to feed them. Recently I've been butchering raiders, as much as I dislike doing it, so pad out the cost of feed. Supplemented with hay, I'm starting to make a gain on food with my eggs.
My killboxes are doing fine, but the top one is subject to frequent redesign. I need my charge rifles to be in range so that attackers will exit the murderhall into gunfire, but it doesn't always work because the AI likes to hug the wall along the side. I'm going to try a more open design like the bottom one so that there won't be any cover for them to take.
Growing season is only 12 days, so I go hard on the grow zones so that I have enough food to last the winter. A couple years ago things got real close, but a bulk goods ship bailed me out of that situation. I don't want a repeat of that.

looks a LOT like dwarf fortress. anyone who has played both, can you clarify on the significant differences past base game premise, if any?

Haven't played rimworld but I know from reading about it that it doesn't have different z-levels like dwarf fortress does

Haven't played rimworld but I know from reading about it that it doesn't have different z-levels like dwarf fortress does
df used to be single level before and was still just as fun. multiple z levels really complexifies reading the map and looking out for danger, aka more or less fun depending on how you enjoy the game

Rimworld has a lot more focus on individual characters, compared to DF's focus on simulating anything and everything.

Rimworld has a lot more focus on individual characters, compared to DF's focus on simulating anything and everything.
sounds cool. ive kinda wanted a version like this where the focus is shifted onto proper management of your colonists and their moods rather than massive structure building and needs handling. the combat system seems more streamlined as well which i really like to hear.

played this game a while ago and its really great

df used to be single level before and was still just as fun. multiple z levels really complexifies reading the map and looking out for danger, aka more or less fun depending on how you enjoy the game
More fun for me. Not having Z levels is the only thing stopping me from getting this.